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ensiform

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Everything posted by ensiform

  1. I've looked over the code and they are not always clearly marked in code either. Like mover entities
  2. If they're actually switching or choosing the single one after the fact it's probably because the game isn't allowing it for reasons yet unknown.
  3. The steam version nor OpenJK contain modified game assets so that shouldn't affect anything.
  4. The files go in "GameData", not in "base" with exception if there's a base folder within the archive the contents of that folder should be placed in base. It means you didn't install it correctly
  5. Duel isolation is implemented in JA++ so I'm not sure why you'd be having issues with that. @@Raz0r
  6. Enabling cvars that are marked as cheats without making a change to the mod itself requires a hack. And since the ja+ mod is defunct that's not possible
  7. They are updating it for df2mod mostly with plans to be merged back at some point. Presently the existing rend 2 doesn't work with the current builds of OpenJK though.
  8. Well in the mean time you could just bind a key to "cg_drawCrosshair !" To toggle between
  9. Without code I'm afraid this entity can't be toggled in such a way that you want.
  10. Which of the two files there did you download? x86 is required for GTK Radiant but the x64 one would be needed for the 64bit version of q3map2
  11. You can add more to multiplayer. As I said it just takes more work to get around the barrier.
  12. Actually, only ascii is the correct encoding. Utf8 isn't really supported officially even if it might work.
  13. The "virtual store" doesn't get used unless the path is write protected like Program Files, which it doesn't appear to be the case above.
  14. That isn't exactly true, just requires a bit of code know-how to work around the current limitation.
  15. That doesn't really show enough info in the log to be of use. You've either installed visual studio incorrectly or cmake incorrectly (or both)
  16. It remains the same as it's tied to the overall rendering pipeline arrays.
  17. Don't use the version in the tutorial on jkhub. Get the latest version of cmake from the cmake website. Also make sure you have the C++ component installed with Visual Studio, if that isn't installed it won't work or detect a compiler.
  18. That doesn't really make any sense because neither the original game nor OpenJK were ever compiled against Visual C++ 2005. The former for obvious reasons, and the latter because we had a minimum of 2010 as oldest originally. Coincidence perhaps?
  19. OpenJK does not use jaconfig. For MP it's just "openjk.cfg", for SP: "openjk_sp.cfg" afaik. Also, these files are located in your Documents folder. You'll want to look for "My Games" and "OpenJK" then the base folder.
  20. The coop code in ojp is so incomplete that it's barely worth it.
  21. Sounds like you're missing the Lua pk3s
  22. Plenty of resources on how to online or in books
  23. Just suggesting that if you published the code using GitHub you might have people who are interested in helping out instead of going it alone.
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